Code re-factor / cleanup

GL Window now ready to draw signal lines
This commit is contained in:
Charles J. Cliffe 2014-10-27 21:22:29 -04:00
parent c2a37e7622
commit d27d91c1ef
8 changed files with 249 additions and 565 deletions

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@ -52,8 +52,8 @@ set(wxWidgets_CONFIGURATION mswu)
find_package(wxWidgets COMPONENTS gl core base REQUIRED)
include(${wxWidgets_USE_FILE})
include_directories ( ${PROJECT_SOURCE_DIR}/../CubicVR-2/build/include )
link_directories ( ${PROJECT_SOURCE_DIR}/../CubicVR-2/build/lib ${OPENGL_INCLUDE_DIR})
# include_directories ( ${PROJECT_SOURCE_DIR}/../CubicVR-2/build/include )
# link_directories ( ${PROJECT_SOURCE_DIR}/../CubicVR-2/build/lib ${OPENGL_INCLUDE_DIR})
include_directories ( ${PROJECT_SOURCE_DIR}/external/rtl-sdr-release )
link_directories ( ${PROJECT_SOURCE_DIR}/external/rtl-sdr-release/x32 )
@ -61,18 +61,22 @@ link_directories ( ${PROJECT_SOURCE_DIR}/external/rtl-sdr-release/x32 )
SET (cubicsdr_sources
src/CubicSDR.cpp
src/SDRThread.cpp
src/PrimaryGLContext.cpp
src/AppFrame.cpp
)
SET (cubicsdr_headers
src/CubicSDR.h
src/SDRThread.h
src/PrimaryGLContext.h
src/AppFrame.h
)
#configure_files(${PROJECT_SOURCE_DIR}/shaders ${PROJECT_BINARY_DIR}/shaders COPYONLY)
#configure_files(${PROJECT_SOURCE_DIR}/png ${PROJECT_BINARY_DIR}/png COPYONLY)
add_executable(CubicSDR ${cubicsdr_sources} ${cubicsdr_headers})
target_link_libraries(CubicSDR cubicvr2 rtlsdr ${wxWidgets_LIBRARIES} ${OPENGL_LIBRARIES})
target_link_libraries(CubicSDR rtlsdr ${wxWidgets_LIBRARIES} ${OPENGL_LIBRARIES})
# cubicvr2 glfw ${GLFW_LIBRARIES} ${OPENAL_LIBRARY}

52
src/AppFrame.cpp Normal file
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@ -0,0 +1,52 @@
#include "AppFrame.h"
#include "wx/wxprec.h"
#ifndef WX_PRECOMP
#include "wx/wx.h"
#endif
#if !wxUSE_GLCANVAS
#error "OpenGL required: set wxUSE_GLCANVAS to 1 and rebuild the library"
#endif
wxBEGIN_EVENT_TABLE(AppFrame, wxFrame) EVT_MENU(wxID_NEW, AppFrame::OnNewWindow)
EVT_MENU(wxID_CLOSE, AppFrame::OnClose)
wxEND_EVENT_TABLE()
AppFrame::AppFrame() :
wxFrame(NULL, wxID_ANY, wxT("CubicSDR")) {
new TestGLCanvas(this, NULL);
SetIcon(wxICON(sample));
// Make a menubar
wxMenu *menu = new wxMenu;
// menu->Append(wxID_NEW);
// menu->AppendSeparator();
menu->Append(wxID_CLOSE);
wxMenuBar *menuBar = new wxMenuBar;
menuBar->Append(menu, wxT("&File"));
SetMenuBar(menuBar);
CreateStatusBar();
SetClientSize(400, 400);
Show();
// static const int attribs[] = { WX_GL_RGBA, WX_GL_DOUBLEBUFFER, 0 };
// wxLogStatus("Double-buffered display %s supported", wxGLCanvas::IsDisplaySupported(attribs) ? "is" : "not");
// ShowFullScreen(true);
}
void AppFrame::OnClose(wxCommandEvent& WXUNUSED(event)) {
// true is to force the frame to close
Close(true);
}
void AppFrame::OnNewWindow(wxCommandEvent& WXUNUSED(event)) {
new AppFrame();
}

17
src/AppFrame.h Normal file
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@ -0,0 +1,17 @@
#pragma once
#include "wx/frame.h"
#include "PrimaryGLContext.h"
// Define a new frame type
class AppFrame : public wxFrame
{
public:
AppFrame();
private:
void OnClose(wxCommandEvent& event);
void OnNewWindow(wxCommandEvent& event);
wxDECLARE_EVENT_TABLE();
};

View File

@ -1,9 +1,5 @@
#define OPENGL
//WX_GL_CORE_PROFILE 1
//WX_GL_MAJOR_VERSION 3
//WX_GL_MINOR_VERSION 2
#include "wx/wxprec.h"
#ifndef WX_PRECOMP
@ -14,238 +10,14 @@
#error "OpenGL required: set wxUSE_GLCANVAS to 1 and rebuild the library"
#endif
#include "CubicSDR.h"
#include "AppFrame.h"
// ----------------------------------------------------------------------------
// constants
// ----------------------------------------------------------------------------
// control ids
enum {
SpinTimer = wxID_HIGHEST + 1
};
// ----------------------------------------------------------------------------
// helper functions
// ----------------------------------------------------------------------------
static void CheckGLError() {
GLenum errLast = GL_NO_ERROR;
for (;;) {
GLenum err = glGetError();
if (err == GL_NO_ERROR)
return;
// normally the error is reset by the call to glGetError() but if
// glGetError() itself returns an error, we risk looping forever here
// so check that we get a different error than the last time
if (err == errLast) {
wxLogError
(wxT("OpenGL error state couldn't be reset."));
return;
}
errLast = err;
wxLogError
(wxT("OpenGL error %d"), err);
}
}
// function to draw the texture for cube faces
static wxImage DrawDice(int size, unsigned num) {
wxASSERT_MSG(num >= 1 && num <= 6, wxT("invalid dice index"));
const int dot = size / 16; // radius of a single dot
const int gap = 5 * size / 32; // gap between dots
wxBitmap bmp(size, size);
wxMemoryDC dc;
dc.SelectObject(bmp);
dc.SetBackground(*wxWHITE_BRUSH);
dc.Clear();
dc.SetBrush(*wxBLACK_BRUSH);
// the upper left and lower right points
if (num != 1) {
dc.DrawCircle(gap + dot, gap + dot, dot);
dc.DrawCircle(size - gap - dot, size - gap - dot, dot);
}
// draw the central point for odd dices
if (num % 2) {
dc.DrawCircle(size / 2, size / 2, dot);
}
// the upper right and lower left points
if (num > 3) {
dc.DrawCircle(size - gap - dot, gap + dot, dot);
dc.DrawCircle(gap + dot, size - gap - dot, dot);
}
// finally those 2 are only for the last dice
if (num == 6) {
dc.DrawCircle(gap + dot, size / 2, dot);
dc.DrawCircle(size - gap - dot, size / 2, dot);
}
dc.SelectObject(wxNullBitmap);
return bmp.ConvertToImage();
}
// ============================================================================
// implementation
// ============================================================================
// ----------------------------------------------------------------------------
// PrimaryGLContext
// ----------------------------------------------------------------------------
PrimaryGLContext::PrimaryGLContext(wxGLCanvas *canvas) :
wxGLContext(canvas) {
SetCurrent(*canvas);
// set up the parameters we want to use
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_TEXTURE_2D);
// add slightly more light, the default lighting is rather dark
GLfloat ambient[] = { 0.5, 0.5, 0.5, 0.5 };
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
// set viewing projection
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-0.5f, 0.5f, -0.5f, 0.5f, 1.0f, 3.0f);
// create the textures to use for cube sides: they will be reused by all
// canvases (which is probably not critical in the case of simple textures
// we use here but could be really important for a real application where
// each texture could take many megabytes)
glGenTextures(WXSIZEOF(m_textures), m_textures);
for (unsigned i = 0; i < WXSIZEOF(m_textures); i++) {
glBindTexture(GL_TEXTURE_2D, m_textures[i]);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
const wxImage img(DrawDice(256, i + 1));
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.GetWidth(), img.GetHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, img.GetData());
}
CheckGLError();
}
void PrimaryGLContext::DrawRotatedCube(float xangle, float yangle) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -2.0f);
glRotatef(xangle, 1.0f, 0.0f, 0.0f);
glRotatef(yangle, 0.0f, 1.0f, 0.0f);
// draw six faces of a cube of size 1 centered at (0, 0, 0)
glBindTexture(GL_TEXTURE_2D, m_textures[0]);
glBegin(GL_QUADS);
glNormal3f(0.0f, 0.0f, 1.0f);
glTexCoord2f(0, 0);
glVertex3f(0.5f, 0.5f, 0.5f);
glTexCoord2f(1, 0);
glVertex3f(-0.5f, 0.5f, 0.5f);
glTexCoord2f(1, 1);
glVertex3f(-0.5f, -0.5f, 0.5f);
glTexCoord2f(0, 1);
glVertex3f(0.5f, -0.5f, 0.5f);
glEnd();
glBindTexture(GL_TEXTURE_2D, m_textures[1]);
glBegin(GL_QUADS);
glNormal3f(0.0f, 0.0f, -1.0f);
glTexCoord2f(0, 0);
glVertex3f(-0.5f, -0.5f, -0.5f);
glTexCoord2f(1, 0);
glVertex3f(-0.5f, 0.5f, -0.5f);
glTexCoord2f(1, 1);
glVertex3f(0.5f, 0.5f, -0.5f);
glTexCoord2f(0, 1);
glVertex3f(0.5f, -0.5f, -0.5f);
glEnd();
glBindTexture(GL_TEXTURE_2D, m_textures[2]);
glBegin(GL_QUADS);
glNormal3f(0.0f, 1.0f, 0.0f);
glTexCoord2f(0, 0);
glVertex3f(0.5f, 0.5f, 0.5f);
glTexCoord2f(1, 0);
glVertex3f(0.5f, 0.5f, -0.5f);
glTexCoord2f(1, 1);
glVertex3f(-0.5f, 0.5f, -0.5f);
glTexCoord2f(0, 1);
glVertex3f(-0.5f, 0.5f, 0.5f);
glEnd();
glBindTexture(GL_TEXTURE_2D, m_textures[3]);
glBegin(GL_QUADS);
glNormal3f(0.0f, -1.0f, 0.0f);
glTexCoord2f(0, 0);
glVertex3f(-0.5f, -0.5f, -0.5f);
glTexCoord2f(1, 0);
glVertex3f(0.5f, -0.5f, -0.5f);
glTexCoord2f(1, 1);
glVertex3f(0.5f, -0.5f, 0.5f);
glTexCoord2f(0, 1);
glVertex3f(-0.5f, -0.5f, 0.5f);
glEnd();
glBindTexture(GL_TEXTURE_2D, m_textures[4]);
glBegin(GL_QUADS);
glNormal3f(1.0f, 0.0f, 0.0f);
glTexCoord2f(0, 0);
glVertex3f(0.5f, 0.5f, 0.5f);
glTexCoord2f(1, 0);
glVertex3f(0.5f, -0.5f, 0.5f);
glTexCoord2f(1, 1);
glVertex3f(0.5f, -0.5f, -0.5f);
glTexCoord2f(0, 1);
glVertex3f(0.5f, 0.5f, -0.5f);
glEnd();
glBindTexture(GL_TEXTURE_2D, m_textures[5]);
glBegin(GL_QUADS);
glNormal3f(-1.0f, 0.0f, 0.0f);
glTexCoord2f(0, 0);
glVertex3f(-0.5f, -0.5f, -0.5f);
glTexCoord2f(1, 0);
glVertex3f(-0.5f, -0.5f, 0.5f);
glTexCoord2f(1, 1);
glVertex3f(-0.5f, 0.5f, 0.5f);
glTexCoord2f(0, 1);
glVertex3f(-0.5f, 0.5f, -0.5f);
glEnd();
glFlush();
CheckGLError();
}
// ----------------------------------------------------------------------------
// CubicSDR: the application object
// ----------------------------------------------------------------------------
IMPLEMENT_APP(CubicSDR)
bool CubicSDR::OnInit() {
if (!wxApp::OnInit())
return false;
@ -292,8 +64,6 @@ int CubicSDR::OnExit() {
PrimaryGLContext& CubicSDR::GetContext(wxGLCanvas *canvas) {
PrimaryGLContext *glContext;
if (!m_glContext) {
// Create the OpenGL context for the first mono window which needs it:
// subsequently created windows will all share the same context.
m_glContext = new PrimaryGLContext(canvas);
}
glContext = m_glContext;
@ -303,151 +73,3 @@ PrimaryGLContext& CubicSDR::GetContext(wxGLCanvas *canvas) {
return *glContext;
}
// ----------------------------------------------------------------------------
// TestGLCanvas
// ----------------------------------------------------------------------------
wxBEGIN_EVENT_TABLE(TestGLCanvas, wxGLCanvas) EVT_PAINT(TestGLCanvas::OnPaint)
EVT_KEY_DOWN(TestGLCanvas::OnKeyDown)
EVT_TIMER(SpinTimer, TestGLCanvas::OnSpinTimer)
wxEND_EVENT_TABLE()
TestGLCanvas::TestGLCanvas(wxWindow *parent, int *attribList)
// With perspective OpenGL graphics, the wxFULL_REPAINT_ON_RESIZE style
// flag should always be set, because even making the canvas smaller should
// be followed by a paint event that updates the entire canvas with new
// viewport settings.
:
wxGLCanvas(parent, wxID_ANY, attribList, wxDefaultPosition, wxDefaultSize,
wxFULL_REPAINT_ON_RESIZE), m_xangle(30.0), m_yangle(30.0), m_spinTimer(this, SpinTimer) {
// if ( attribList )
// {
// int i = 0;
// while ( attribList[i] != 0 )
// {
// ++i;
// }
// }
}
void TestGLCanvas::OnPaint(wxPaintEvent& WXUNUSED(event)) {
// This is required even though dc is not used otherwise.
wxPaintDC dc(this);
// Set the OpenGL viewport according to the client size of this canvas.
// This is done here rather than in a wxSizeEvent handler because our
// OpenGL rendering context (and thus viewport setting) is used with
// multiple canvases: If we updated the viewport in the wxSizeEvent
// handler, changing the size of one canvas causes a viewport setting that
// is wrong when next another canvas is repainted.
const wxSize ClientSize = GetClientSize();
PrimaryGLContext& canvas = wxGetApp().GetContext(this);
glViewport(0, 0, ClientSize.x, ClientSize.y);
// Render the graphics and swap the buffers.
canvas.DrawRotatedCube(m_xangle, m_yangle);
SwapBuffers();
}
void TestGLCanvas::Spin(float xSpin, float ySpin) {
m_xangle += xSpin;
m_yangle += ySpin;
Refresh(false);
}
void TestGLCanvas::OnKeyDown(wxKeyEvent& event) {
float angle = 5.0;
switch (event.GetKeyCode()) {
case WXK_RIGHT:
Spin(0.0, -angle);
break;
case WXK_LEFT:
Spin(0.0, angle);
break;
case WXK_DOWN:
Spin(-angle, 0.0);
break;
case WXK_UP:
Spin(angle, 0.0);
break;
case WXK_SPACE:
if (m_spinTimer.IsRunning())
m_spinTimer.Stop();
else
m_spinTimer.Start(1);
break;
default:
event.Skip();
return;
}
}
void TestGLCanvas::OnSpinTimer(wxTimerEvent& WXUNUSED(event)) {
Spin(0.0, 4.0);
}
wxString glGetwxString(GLenum name) {
const GLubyte *v = glGetString(name);
if (v == 0) {
// The error is not important. It is GL_INVALID_ENUM.
// We just want to clear the error stack.
glGetError();
return wxString();
}
return wxString((const char*) v);
}
// ----------------------------------------------------------------------------
// AppFrame: main application window
// ----------------------------------------------------------------------------
wxBEGIN_EVENT_TABLE(AppFrame, wxFrame) EVT_MENU(wxID_NEW, AppFrame::OnNewWindow)
EVT_MENU(wxID_CLOSE, AppFrame::OnClose)
wxEND_EVENT_TABLE()
AppFrame::AppFrame() :
wxFrame(NULL, wxID_ANY, wxT("CubicSDR")) {
new TestGLCanvas(this, NULL);
SetIcon(wxICON(sample));
// Make a menubar
wxMenu *menu = new wxMenu;
menu->Append(wxID_NEW);
menu->AppendSeparator();
menu->Append(wxID_CLOSE);
wxMenuBar *menuBar = new wxMenuBar;
menuBar->Append(menu, wxT("&Cube"));
SetMenuBar(menuBar);
CreateStatusBar();
SetClientSize(400, 400);
Show();
// static const int attribs[] = { WX_GL_RGBA, WX_GL_DOUBLEBUFFER, 0 };
// wxLogStatus("Double-buffered display %s supported", wxGLCanvas::IsDisplaySupported(attribs) ? "is" : "not");
// ShowFullScreen(true);
}
void AppFrame::OnClose(wxCommandEvent& WXUNUSED(event)) {
// true is to force the frame to close
Close(true);
}
void AppFrame::OnNewWindow(wxCommandEvent& WXUNUSED(event)) {
new AppFrame();
}

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@ -4,30 +4,18 @@
//WX_GL_MAJOR_VERSION 3
//WX_GL_MINOR_VERSION 2
#include "wx/glcanvas.h"
#include "SDRThread.h"
// the rendering context used by all GL canvases
class PrimaryGLContext : public wxGLContext
{
public:
PrimaryGLContext(wxGLCanvas *canvas);
// render the cube showing it at given angles
void DrawRotatedCube(float xangle, float yangle);
private:
// textures for the cube faces
GLuint m_textures[6];
};
#include "wx/glcanvas.h"
#include "PrimaryGLContext.h"
class CubicSDR : public wxApp
{
public:
CubicSDR() { m_glContext = NULL; }
CubicSDR() { m_glContext = NULL; m_pThread = NULL; }
PrimaryGLContext& GetContext(wxGLCanvas *canvas);
PrimaryGLContext &GetContext(wxGLCanvas *canvas);
virtual bool OnInit();
virtual int OnExit();
@ -38,36 +26,4 @@ private:
wxCriticalSection m_pThreadCS;
};
// Define a new frame type
class AppFrame : public wxFrame
{
public:
AppFrame();
private:
void OnClose(wxCommandEvent& event);
void OnNewWindow(wxCommandEvent& event);
wxDECLARE_EVENT_TABLE();
};
class TestGLCanvas : public wxGLCanvas
{
public:
TestGLCanvas(wxWindow *parent, int *attribList = NULL);
private:
void OnPaint(wxPaintEvent& event);
void Spin(float xSpin, float ySpin);
void OnKeyDown(wxKeyEvent& event);
void OnSpinTimer(wxTimerEvent& WXUNUSED(event));
// angles of rotation around x- and y- axis
float m_xangle,
m_yangle;
wxTimer m_spinTimer;
wxDECLARE_EVENT_TABLE();
};
DECLARE_APP(CubicSDR)

126
src/PrimaryGLContext.cpp Normal file
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@ -0,0 +1,126 @@
#include "PrimaryGLContext.h"
#include "wx/wxprec.h"
#ifndef WX_PRECOMP
#include "wx/wx.h"
#endif
#if !wxUSE_GLCANVAS
#error "OpenGL required: set wxUSE_GLCANVAS to 1 and rebuild the library"
#endif
#include "CubicSDR.h"
wxString glGetwxString(GLenum name) {
const GLubyte *v = glGetString(name);
if (v == 0) {
// The error is not important. It is GL_INVALID_ENUM.
// We just want to clear the error stack.
glGetError();
return wxString();
}
return wxString((const char*) v);
}
static void CheckGLError() {
GLenum errLast = GL_NO_ERROR;
for (;;) {
GLenum err = glGetError();
if (err == GL_NO_ERROR)
return;
if (err == errLast) {
wxLogError
(wxT("OpenGL error state couldn't be reset."));
return;
}
errLast = err;
wxLogError
(wxT("OpenGL error %d"), err);
}
}
PrimaryGLContext::PrimaryGLContext(wxGLCanvas *canvas) :
wxGLContext(canvas) {
SetCurrent(*canvas);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
CheckGLError();
}
void PrimaryGLContext::PlotIQ() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glBegin(GL_LINE_STRIP);
glColor3f(1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, -0.5f, 0.0f);
glVertex3f(1.0f, -0.5f, 0.0f);
glEnd();
glBegin(GL_LINE_STRIP);
glColor3f(1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, 0.5f, 0.0f);
glVertex3f(1.0f, 0.5f, 0.0f);
glEnd();
glFlush();
CheckGLError();
}
wxBEGIN_EVENT_TABLE(TestGLCanvas, wxGLCanvas) EVT_PAINT(TestGLCanvas::OnPaint)
EVT_KEY_DOWN(TestGLCanvas::OnKeyDown)
wxEND_EVENT_TABLE()
TestGLCanvas::TestGLCanvas(wxWindow *parent, int *attribList) :
wxGLCanvas(parent, wxID_ANY, attribList, wxDefaultPosition, wxDefaultSize,
wxFULL_REPAINT_ON_RESIZE) {
}
void TestGLCanvas::OnPaint(wxPaintEvent& WXUNUSED(event)) {
wxPaintDC dc(this);
const wxSize ClientSize = GetClientSize();
PrimaryGLContext& canvas = wxGetApp().GetContext(this);
glViewport(0, 0, ClientSize.x, ClientSize.y);
canvas.PlotIQ();
SwapBuffers();
}
void TestGLCanvas::OnKeyDown(wxKeyEvent& event) {
float angle = 5.0;
switch (event.GetKeyCode()) {
case WXK_RIGHT:
break;
case WXK_LEFT:
break;
case WXK_DOWN:
break;
case WXK_UP:
break;
case WXK_SPACE:
break;
default:
event.Skip();
return;
}
}

28
src/PrimaryGLContext.h Normal file
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@ -0,0 +1,28 @@
#pragma once
#include "wx/glcanvas.h"
#include "wx/timer.h"
class PrimaryGLContext : public wxGLContext
{
public:
PrimaryGLContext(wxGLCanvas *canvas);
void PlotIQ();
private:
// textures for the cube faces
GLuint m_textures[6];
};
class TestGLCanvas : public wxGLCanvas
{
public:
TestGLCanvas(wxWindow *parent, int *attribList = NULL);
private:
void OnPaint(wxPaintEvent& event);
void OnKeyDown(wxKeyEvent& event);
wxDECLARE_EVENT_TABLE();
};

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@ -1,8 +1,7 @@
#include "SDRThread.h"
static void rtl_callback(unsigned char *buf, uint32_t len, void *ctx) {
std::cout << "Got buffer! length: " << len << std::endl;
}
#define BUF_SIZE (16 * 32 * 512)
SDRThread::SDRThread(wxApp *app) :
wxThread(wxTHREAD_DETACHED) {
@ -15,14 +14,12 @@ SDRThread::~SDRThread() {
void SDRThread::enumerate_rtl() {
char manufact[256], product[256], serial[256];
unsigned int rtl_count = rtlsdr_get_device_count();
std::cout << "RTL Devices: " << rtl_count << std::endl;
char manufact[256];
char product[256];
char serial[256];
for (int i = 0; i < rtl_count; i++) {
std::cout << "Device #" << i << ": " << rtlsdr_get_device_name(i) << std::endl;
if (rtlsdr_get_device_usb_strings(i, manufact, product, serial) == 0) {
@ -83,8 +80,6 @@ void SDRThread::enumerate_rtl() {
}
#define BUF_SIZE 16 * 32 * 512
wxThread::ExitCode SDRThread::Entry() {
__int8 *buf = (__int8 *) malloc(BUF_SIZE);
@ -97,141 +92,25 @@ wxThread::ExitCode SDRThread::Entry() {
int n_read;
int i = 0;
// rtlsdr_read_async(dev, rtl_callback, NULL, 0, 0);
std::cout << "Sampling..";
while (!TestDestroy()) {
rtlsdr_read_sync(dev, buf, BUF_SIZE, &n_read);
// std::cout << "Got buffer! length: " << n_read << std::endl;
std::cout << ".";
if (i%50==0) {
std::cout << (n_read == BUF_SIZE) ? "." : "!";
if (i % 50 == 0) {
std::cout << std::endl;
}
i++;
//wxQueueEvent(app,new wxThreadEvent(wxEVT_COMMAND_SDRThread_UPDATE));
}
std::cout << std::endl << "Done." << std::endl << std::endl;
// wxQueueEvent(m_pHandler,new wxThreadEvent(wxEVT_COMMAND_SDRThread_COMPLETED));
free(buf);
rtlsdr_close(dev);
free(buf);
return (wxThread::ExitCode) 0; // success
return (wxThread::ExitCode) 0;
}
/*
class MyFrame: public wxFrame {
public:
~MyFrame() {
// it's better to do any thread cleanup in the OnClose()
// event handler, rather than in the destructor.
// This is because the event loop for a top-level window is not
// active anymore when its destructor is called and if the thread
// sends events when ending, they won't be processed unless
// you ended the thread from OnClose.
// See @ref overview_windowdeletion for more info.
}
void DoStartThread();
void DoPauseThread();
// a resume routine would be nearly identic to DoPauseThread()
void DoResumeThread() {
}
void OnThreadUpdate(wxThreadEvent&);
void OnThreadCompletion(wxThreadEvent&);
void OnClose(wxCloseEvent&);
protected:
SDRThread *m_pThread;
wxCriticalSection m_pThreadCS; // protects the m_pThread pointer
wxDECLARE_EVENT_TABLE();
};
wxBEGIN_EVENT_TABLE(MyFrame, wxFrame) EVT_CLOSE(MyFrame::OnClose)
EVT_MENU(Minimal_Start, MyFrame::DoStartThread)
EVT_COMMAND(wxID_ANY, wxEVT_COMMAND_SDRThread_UPDATE, MyFrame::OnThreadUpdate)
EVT_COMMAND(wxID_ANY, wxEVT_COMMAND_SDRThread_COMPLETED, MyFrame::OnThreadCompletion)
wxEND_EVENT_TABLE()
wxDEFINE_EVENT(wxEVT_COMMAND_SDRThread_COMPLETED, wxThreadEvent)wxDEFINE_EVENT
(wxEVT_COMMAND_SDRThread_UPDATE, wxThreadEvent)void
MyFrame::DoStartThread() {
m_pThread = new SDRThread(this);
if (m_pThread->Run() != wxTHREAD_NO_ERROR) {
wxLogError
("Can't create the thread!");
delete m_pThread;
m_pThread = NULL;
}
// after the call to wxThread::Run(), the m_pThread pointer is "unsafe":
// at any moment the thread may cease to exist (because it completes its work).
// To avoid dangling pointers OnThreadExit() will set m_pThread
// to NULL when the thread dies.
}
wxThread::ExitCode SDRThread::Entry() {
while (!TestDestroy()) {
// ... do a bit of work...
wxQueueEvent(m_pHandler,
new wxThreadEvent(wxEVT_COMMAND_SDRThread_UPDATE));
}
// signal the event handler that this thread is going to be destroyed
// NOTE: here we assume that using the m_pHandler pointer is safe,
// (in this case this is assured by the MyFrame destructor)
wxQueueEvent(m_pHandler,
new wxThreadEvent(wxEVT_COMMAND_SDRThread_COMPLETED));
return (wxThread::ExitCode) 0; // success
}
SDRThread::~SDRThread() {
wxCriticalSectionLocker enter(m_pHandler->m_pThreadCS);
// the thread is being destroyed; make sure not to leave dangling pointers around
m_pHandler->m_pThread = NULL;
}
void MyFrame::OnThreadCompletion(wxThreadEvent&) {
wxMessageOutputDebug().Printf("MYFRAME: SDRThread exited!\n");
}
void MyFrame::OnThreadUpdate(wxThreadEvent&) {
wxMessageOutputDebug().Printf("MYFRAME: SDRThread update...\n");
}
void MyFrame::DoPauseThread() {
// anytime we access the m_pThread pointer we must ensure that it won't
// be modified in the meanwhile; since only a single thread may be
// inside a given critical section at a given time, the following code
// is safe:
wxCriticalSectionLocker enter(m_pThreadCS);
if (m_pThread) // does the thread still exist?
{
// without a critical section, once reached this point it may happen
// that the OS scheduler gives control to the SDRThread::Entry() function,
// which in turn may return (because it completes its work) making
// invalid the m_pThread pointer
if (m_pThread->Pause() != wxTHREAD_NO_ERROR)
wxLogError
("Can't pause the thread!");
}
}
void MyFrame::OnClose(wxCloseEvent&) {
{
wxCriticalSectionLocker enter(m_pThreadCS);
if (m_pThread) // does the thread still exist?
{
wxMessageOutputDebug().Printf("MYFRAME: deleting thread");
if (m_pThread->Delete() != wxTHREAD_NO_ERROR)
wxLogError
("Can't delete the thread!");
}
} // exit from the critical section to give the thread
// the possibility to enter its destructor
// (which is guarded with m_pThreadCS critical section!)
while (1) {
{ // was the ~SDRThread() function executed?
wxCriticalSectionLocker enter(m_pThreadCS);
if (!m_pThread)
break;
}
// wait for thread completion
wxThread::This()->Sleep(1);
}
Destroy();
}
*/